RimWorld

RimWorld

H.P. Lovecraft Storyteller [Double Pop] V1.2
40 Comments
Hezi ✨ 25 Feb, 2020 @ 5:06pm 
Not trying to ruin your mod purpose, but (correct me if i'm wrong) the lovecraft original i guess that what you'd call it, it actually give you an option to give you to lovecraft storyteller x2. I thought that really was a waste of coding and time. :steamhappy:
Socrates Jackson 23 Dec, 2018 @ 11:55am 
Love the mod. It adds tons of flavor and clearly had a lot of love out into it. BUT, please fix the Mist from Beyond event. It drives the entire colony insane and there is no way to prevent it when the things spawn inside your wals. At least not that I can see.
Vileblood 25 Sep, 2018 @ 4:51pm 
Ahhhh ty ty. I wasnt sure if that was because I had the old mod version installed anyways in an attempt to make it work.
Ryoma  [author] 2 Sep, 2018 @ 3:42am 
@Vileblood: I include a double population version with the other storyteller. They've been for the past half year, maybe more, included together in one mod.
Vileblood 12 Aug, 2018 @ 9:59am 
So, any plans for this to hit B18? its only been like, a year. Id really enjoy a crash pod playthrough with lovecraft as my story teller and more than one person present. Love the work youve done, would hate to see this not be followed through with.
PremierVader 9 Aug, 2018 @ 1:18pm 
Has anyone tried this with B18? I really want the double pop version of Lovecraft storyteller and this is all I could find...please help :(
PremierVader 9 Aug, 2018 @ 12:38pm 
Hey so is there a B18 version of this?
FuzzyToaster 27 Jun, 2018 @ 3:21pm 
exactly how much is 'double' or normal for that matter?
Door Gunner 4 Jun, 2018 @ 8:18am 
I am also curious if this works with B18 - I don't want to activate a broken mod if it wont work.
Anon ⁧⁧ 󠁳⁧⁧ Sam 12 Mar, 2018 @ 4:48pm 
So this doesn't work with B18?
Ryoma  [author] 3 Jul, 2017 @ 10:16am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=944669553 <-- A17 remastered version (double pop will be coming)
Kalrithus 20 Jun, 2017 @ 7:41am 
@jecrell just curious if there is any updates regarding the rewrite since its been a couple weeks. Best regards!
RecTRo Early 9 Jun, 2017 @ 5:15pm 
Omen... sounds dope
masterheap 2 Jun, 2017 @ 12:31pm 
@jecrell love all the mods..love the concept...Thanks for the update, cannot wait to see what you have planned! :D
Morhem 2 Jun, 2017 @ 11:06am 
@Jecrell we are eagerly awaiting, keep up awesome work!
Ryoma  [author] 2 Jun, 2017 @ 7:19am 
@masterheap: I'm rewriting him currently. He's almost ready. I just want to add some small ominous events to his system. He now has an "omen" appear before a big threat event occurs.
masterheap 27 May, 2017 @ 12:32pm 
Any news on when HP Lovecraft will be having his birthday and reach age A17? :D

Love the mod..HAVE to have it, addicted :D
BigBoiBaggins 4 Apr, 2017 @ 9:58am 
Yea, I have the trade ship issue as well. Switched to Cassandra and immediately got a trade ship.

Keep up the good work duder! :rbiggrin:
ZakTheFallen 26 Mar, 2017 @ 5:17pm 
@Zeratchi No mod will ever place files in the Core folder, that's for core vanilla files only. You have to look in this mod's folder instead. If you're subscribed through the workshop, then go to

Steam\steamapps\workshop\content\294100\765751403

If you downloaded the mod manually, then go to its folder under Mods

In any case, Jecrell's mods DO NOT modify chances for the orbital trader event. HP Lovercraft storyteller has the same setting as Cassandra, which are the normal settings. Playing on Cassandra Intense, I've gone several seasons without a trade ship, then had several in a row. It's all down to RNG at that point.
Zeratchi 1 Mar, 2017 @ 10:30pm 
@Jecrell Mind helping me out with the location? I thought that it would be \Mods\Core\Defs\StorytellerDefs\ but I only have the "Storytellers.xml" file, and there is no Lovecraft inside.
Ryoma  [author] 1 Mar, 2017 @ 6:42pm 
@Zeratchi: It's not intended. I've heard it reported before. Check the XML file on the storyteller. Currently Lovecraft functions as a hyperactive Cassandra with more events happening more often. I'm not sure why trade ships would be affected.
Zeratchi 1 Mar, 2017 @ 11:50am 
Hi! Was just wondering if this mod is supposed to stop all "trader ships"? Been playing for like 80 - 90 days without a single trader ship. But when I change the story teller, it takes maybe a day or two and they start coming again.
LiberoLudos 19 Feb, 2017 @ 1:32pm 
@Jecrell Thank you for the fast fix :) My 5 man start with nothing tribal cthulhu fun can now start :) Loving the mod, its actually made me go back and read the Lovecraft tales again
Ryoma  [author] 19 Feb, 2017 @ 12:38am 
@Strust: Oh thanks for letting me know. It's the cosmic horrors mod. I'll upload a quick fix.
LiberoLudos 18 Feb, 2017 @ 9:43pm 
I really enjoy this mod, however i have recently noticed a trend, if you start in a mountainous or large hills area, cthulhu beasties are breaking out of ancient dangers and attacking your colony before my first colonist has made the grimoire. I am not sure which of the mods is making this happen but i have all of your mods installed. This has basically made starting in certain areas impossible unless i enhance my starting weapons (something i dont like to do as it makes the game easier). I do get that this is a tough mod, but no matter the diff this happens.
Lady Victoria Badabalot 27 Jan, 2017 @ 1:33pm 
Uhmm i am not sure if this is suposed to happen but i got 4 raids in the first eleven days ( some challenge diff). all consisted of a single guy with a shitty weapon.
jimmy pooptron 31 Dec, 2016 @ 2:42pm 
Everytime I see the thumbnail for this mod, I always mistake it for Hitler and get happy.
Ryoma  [author] 24 Dec, 2016 @ 8:36pm 
Merry Cthulhumas to one and all!

If anyone feels in the spirit of (mis)giving, I've got a patreon open to justify to my family why it's a good idea to pursue the hobbies you love.
https://www.patreon.com/jecrell

Happy Horrordays!
Ryoma  [author] 29 Nov, 2016 @ 4:56am 
@D-19: This mod is pure XML, which means it is a very low level mod. It does not 'make less trade ships happen'. What this mod does is that it makes everything happen more often (in the XML values). I don't know why there are fewer trade ships. There is also a problem with a sudden difficulty drop over time.

I will rewrite this mod in C# after I finish the cults mod (coming within this week or next week, I believe - currently playtesting).
Mazz 29 Nov, 2016 @ 12:00am 
hi, is it possible to increase the rate trade ships pass by with this mod ?
Ill Queen Hydra 21 Oct, 2016 @ 1:17pm 
Oooo cults pack sounds badass. Can't wait
Ryoma  [author] 21 Oct, 2016 @ 5:05am 
@Oxameter: FYI, I am not happy with the storyteller at the moment and he will need a rewrite sometime soon after I'm done with the cults pack.
Ill Queen Hydra 20 Oct, 2016 @ 6:12pm 
Woah nevermind, got raided by deep ones just now. Cthulhu is watching
Ill Queen Hydra 20 Oct, 2016 @ 5:42pm 
Is it normal that the start is fairly easy? I haven't had a single attack or incident with this storyteller yet and I'm two ingame weeks into the game.
Ryoma  [author] 28 Sep, 2016 @ 9:15pm 
@NrKy: That's from the cosmic horrors monster pack's strange meats. Your animals are probably eating the strange meat. Either your colonists are using strange meat to tame animals or they are eating the strange meat dropped from space pods.

Sorry there's no guide for the cosmic horror mod atm. So people are getting confused by various things. You can totally burn all the strange meat if you want.
Callistemon 28 Sep, 2016 @ 2:30pm 
Is there a way to stop our tamed animals from getting negative sanity buffs? They're dumb animals, they have no intelligence, they shouldn't really be subjected to horror checks.
Ryoma  [author] 25 Sep, 2016 @ 7:15am 
@Scorpio: I fixed that, I believe the issue was that there was too much text describing the storyteller, so it bumped the Permadeath option off.
LunariSky 22 Sep, 2016 @ 5:10am 
Why is there no permadeath mode for this version?
Walter Sobchak 20 Sep, 2016 @ 3:14am 
Thanks!
SoulDRoul 18 Sep, 2016 @ 8:38am 
aha